Crusader Kings III

Crusader Kings III

Seasoned Lord
52 Comments
syms2015 5 Jun @ 8:43pm 
Is it compatible with the 1.16.0 update?
Zemurin 20 Apr @ 9:55am 
You have a bug with sl_nickhalfhand_modifier and related localization - the two apostrophes at the beggining of the strings cause crashes when converting the saves to EU4, since the converter can't parse half the save due to mismatched quotes.

Please fix this, thank you.
von_das 29 Mar @ 4:53am 
@SalahadDin, @KARA | Z, as far as I can tell this and the other lifestyle dadmods are all working fine on 1.15.
NorscanWarlord 22 Mar @ 12:18pm 
it still works, no update needed
SalahadDin 15 Mar @ 8:52pm 
I love this mod so much, please update, thanks
KARA | Z 13 Mar @ 7:07pm 
1.15 Crown please... it is saying it is 1.14?
Obsidious 26 Feb @ 3:49pm 
I like the idea of this mod a lot! I can't wait to try it out, especially if it buffs AI opponents in interesting ways.

It looks like your modifiers might incentivise the creation of cadet houses by players, both when the founding house is full of negative modifiers and when you want your nice shiny new positive modifiers to apply to your kids but not to any of your dynastic rivals. I know that there are some limited benefits to creating a new house in the base game, but this looks like it could make that feel more strategic. Very nice to see.

Do the modifiers apply regardless of culture and religion? For example, if your culture (or your House Head's Capital's culture?) is Bellicose and has Warrior Culture, it would feel weird to get a debuff for sending my heir into war unless I did something egregious with troop placement (eg, plague, 1-unit army, etc).

(Also, your English is great! If you need me to clarify anything, just say.)
Trowell200 27 Jan @ 9:51am 
Hey I was wondering if it would be possible to add a game rule that disables the house modifiers, or some way to make a maximum number that a house can have? At the moment I have so many modifiers that most of my screen is taken up the house/dynasty window, and on succession there are so many notifications that it seems to be causing problems - it is also extremely OP with all the bonuses - but the seasoned lord trait itself seems really well balanced
Dad needs a Beer  [author] 25 Dec, 2024 @ 4:30pm 
@牛奶大魔王 There you go. Thanks a lot!
牛奶大魔王 25 Dec, 2024 @ 9:21am 
greeting ! I am fan of your mods ,I want more Chinese player to use your mod.so I've translated your mod, and could u add in description?

here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903983628

안녕하세요 MOD가 너무 마음에 드는데 기계번역 오류가 많아 다시 번역해 주셨네요. 설명에 추가해주시면 감사하겠습니다. 아래는 제가 번역한 MOD URL입니다. (한국어는 Google에서 번역한 것이므로 오류가 있을 수 있습니다. 죄송합니다.)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903983628
Dad needs a Beer  [author] 21 Dec, 2024 @ 7:18am 
@shaunwo16 Thanks! Let other mods overwrites my mods. If it doesn't work, open up the files and delete yk_war_and_peace_triggers.txt in common\scripted_triggers folder. Should be working fine without it.
shaunwo16 20 Dec, 2024 @ 12:51pm 
I love this mod, but the recent update has a conflict with the Agot immersion mod where I can't have my house members/ castellan as the only people as commanders.I don't know if it conflicts with anything else with the mod cause that's the only option I have enabled with it. I tried shifting the load order around but it doesn't seem to work. Honestly not a big deal, but is there a way to fix this, or just not use agot immersion.
Dad needs a Beer  [author] 19 Dec, 2024 @ 6:18am 
@Darkwing Phoenix Yeah, it starts working from the age of 16.
Darkwing Phoenix 18 Dec, 2024 @ 6:15pm 
This is pretty neat! Once I start using this, all my kids are becoming counts or dukes or whatever, gotta farm that trait!

Also, I'm assuming this trait only kicks in once they're 16 or whatever?
Syrett 17 Dec, 2024 @ 1:43pm 
it adds so much more flavor to the game! played with it for a bit and i really appreciate the depth it adds to ruling. There's more of a point to ruling a long time and not having your youngest inherit everything.
Dad needs a Beer  [author] 11 Dec, 2024 @ 7:53am 
@화눙이 감사합니다! 즐겜하세요.
@justinpark10007 그저 감사! 더 좋은 모드 만들도록 노력하겠습니다!
@von_das Thanks! Have fun!
justinpark10007 10 Dec, 2024 @ 5:34pm 
크갤의 보배
von_das 10 Dec, 2024 @ 12:23pm 
Nice one! Looking forward to taking this out for a proper spin. I like the other lifestyle trait mods you linked too.
화눙이 10 Dec, 2024 @ 6:49am 
올라온거 오래전에 봤는데 전 지구를 오래해서 이제야 구독~ 그저 감사
환희 +30:mhwgood:
Dad needs a Beer  [author] 10 Dec, 2024 @ 6:34am 
@von_das The devs messed up the coding so clan government could barely create branches, ended up with way too many house members. I fixed it and make it better regarding cadet making decision, and the fix is coming in the next update.
von_das 10 Dec, 2024 @ 3:40am 
One thing I noticed from observer games is that the Seljuks in the 1066 start end up drowning in house modifiers, mostly positive ones, for the entire game. Their house interface is stretched as far as it would go, and there are always new modifiers to take the place of ones that expire. Not sure how big an advantage that gives them, though; they were colossal in one game and greatly reduced after a massive expansion in another. It's not a major problem, though it does make me wonder if maybe big houses with many landed members should perhaps have a higher threshold for notable deaths. Realistically, any one member would need to do more to stand out among the Seljuks. But that might make things needlessly complicated, especially since I'm not sure if any other house gets this bad.
Dad needs a Beer  [author] 9 Dec, 2024 @ 7:35pm 
@Solitude Sounds way better! I'll update it next update.
Solitude 9 Dec, 2024 @ 7:28pm 
Thinking on some comments from earlier where the title "Seasoned Lord" doesn't make much sense for relatively new rulers. I'd suggest "Established Lord" would make more sense than "Seasoned Lord" across the board.
Dad needs a Beer  [author] 8 Dec, 2024 @ 5:48am 
@aekkapopun Thanks a bunch! Totally agree on that lol.
@황맘이 재밌게 해주시면 그저 감사!
aekkapopun 7 Dec, 2024 @ 10:08pm 
best mod of the year ⭐⭐⭐⭐⭐:steamthumbsup:
von_das 7 Dec, 2024 @ 10:58am 
Great! Had to unsubscribe/subscribe to make it work on my current save and the old modifiers lost their descriptions, but the new ones mentioned specific characters. It really adds a lot of flavour to the game when I can easily keep track of the major changes to my family and others.
Dad needs a Beer  [author] 7 Dec, 2024 @ 7:23am 
@von_das Updated! Have fun!
황맘이 7 Dec, 2024 @ 2:33am 
고마워 사랑해 잘쓸게
von_das 6 Dec, 2024 @ 11:24pm 
The save thing probably was a coincidence, yeah, especially since it stopped happening later in the day...

Having specific characters referenced in the modifiers would help a lot, if possible.
Dad needs a Beer  [author] 6 Dec, 2024 @ 6:20pm 
@Fallen King Strange. Even with dozens of modifiers extending the UI, all buttons should remain functional. The UI will simply expand to the right end. Perhaps you're using a UI mod that alters the window layout?
Such extreme house modifiers are unlikely unless you're using a mod that drastically inflates character stats, or you have several hundred 'landlord' members spread out the whole world. If you continue to experience issues, this mod can be safely removed at any time.
Fallen King 6 Dec, 2024 @ 4:45pm 
I guess I won the lottery then because the House I'm currently playing has over 20 modifiers, all inherited from dying people. So much so that the window is overblown to the right and I can't access the legacy button anymore. Mind you, I'm running an Administrative empire and my family controls a great many holdings. There are no cadet branches and they all share the same name. Maybe that's why?
Dad needs a Beer  [author] 6 Dec, 2024 @ 4:19pm 
@Fallen King
It's a "House" modifier, not a Dynasty. If you get a ton of modifiers at once—like, say, a bunch of house members kicking the bucket simultaneously—you could become super powerful or super weak. But that's about as likely as winning the lottery, so no worries.
Dad needs a Beer  [author] 6 Dec, 2024 @ 3:50pm 
@von_das
It must be coincidence.
Players will receive a notification when a House modifier is added, informing them of the death. Currently, hovering over the House modifier does not display which character the modifier refers to. This will be improved in the future.
Fallen King 6 Dec, 2024 @ 10:46am 
Is this normal that my current player inherits the perks of anyone from my dynasty who dies? Seems awfully OP.
von_das 6 Dec, 2024 @ 10:34am 
One weird thing I noticed after I added this mod to my load order (admittedly I do have a whole bunch of other mods as well) is that the game freezes up for an extended period when trying to make a manual save. Autosaves aren't noticeably affected. It might be a coincidence, though, I don't know.

As for the traits, there is another thing that confuses me a little. I got "Well-Rounded Mastermind" after the landed heir I mentioned - a guy with 12 or more in all stats - died. I guess that this trait refers to him, as the living ruler(s) of my house aren't remotely well-rounded, but it would be less confusing if it and some other traits made it clear in their descriptions that they referred to someone who died.
Dad needs a Beer  [author] 6 Dec, 2024 @ 8:34am 
@modmodmod 감사! 즐겜합시다!
modmodmod 6 Dec, 2024 @ 8:03am 
선개추 후구독
Dad needs a Beer  [author] 6 Dec, 2024 @ 6:34am 
@von_das Thanks, I wanted to use different lord names for each levels, but there didn't seem to be a way to do it, so I had to stick with seasoned lord. Yeah, it's a house modifiers and will be applied to every member of house. Vanilla does a good job with individual modifiers, but there aren't many house-wide ones, so I made some.
von_das 6 Dec, 2024 @ 4:54am 
Very interesting idea, though I can't help wondering if maybe the trait should be called something else. As it is, everyone starts out as "seasoned", even a teenager who just inherited a county. But I guess just calling it "ruler" might be bland and meaningless (as we already know they're rulers).

"When a certain member of your house dies"

Does this apply to every landed house member? I only gave it a brief whirl so far and got a bunch of modifiers from my landed heir dying, with the original ruler still alive. I take it this is intentional? Not that it doesn't make sense, I suppose (he outshined his father anyway).
pduquez 6 Dec, 2024 @ 3:56am 
I see now, thanks for the reply! :steamthumbsup:
Dad needs a Beer  [author] 5 Dec, 2024 @ 5:20pm 
@pduquez They are house modifiers on the house tab window. Nothing to do with Trait. See the pics above.
pduquez 5 Dec, 2024 @ 1:42pm 
On 12/04 update, you add 80 new house modifiers right?
But I can’t see them
Where are they on the trait?
Dad needs a Beer  [author] 4 Dec, 2024 @ 6:37pm 
@Trowell200 Thank you so much! Because I haven't had sufficient real-world testing yet, the bonus effects have been implemented conservatively and are rather weak. I plan to adjust the bonus strength based on achievement difficulty and rarity as the mod nears completion. Each campaign would randomly feature powerful, common, and fallen houses. However, to prevent stagnation, I will make some system ensuring a natural cycle of rise and fall.
Trowell200 4 Dec, 2024 @ 4:42pm 
Love the concept, rewarding the AI for acting like good rulers might have done historically - the bonuses look pretty well balanced as well, a lot of mods that add traits give insane bonuses that the player can abuse, but I'm really impressed by this - take my steam points ;) :2018bestaward:
Fenragon 3 Dec, 2024 @ 8:23am 
This is very intriguing! Gonna try it out now. Thanks for your work!
Dad needs a Beer  [author] 3 Dec, 2024 @ 8:04am 
@Syrett Thanks, This mod is the culmination of my life's work, poured in with all my heart...and a whole lotta sweat.
Syrett 2 Dec, 2024 @ 12:58pm 
this is pretty huge
blazeknave 1 Dec, 2024 @ 2:36am 
You do deserve a beer
Dad needs a Beer  [author] 1 Dec, 2024 @ 2:35am 
@blazeknave Thanks, I love all of these too.
blazeknave 1 Dec, 2024 @ 1:07am 
I love all these